Nexuiz model heights

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Wed May 02, 2007 9:45 pm

  • How tall are Nexuiz character models? :)
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Wed May 02, 2007 10:07 pm

Wed May 02, 2007 10:19 pm

  • Thx :D
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Thu May 10, 2007 1:46 am

  • I figure (again) its better to revive a topic than start a new one.

    Are you modeling characters? how do you read the .zym/.md3? (what program)

    I just found a good program for re-packing pk3's (pakrat) so I figured i should start editing it :D
    iSuck
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Thu May 10, 2007 9:32 am

  • You make your models in any popular modeller tool (like 3DS Max or Blender), and then export them with t different tool to zym, others know this part better then me.
    As for the pk3, you don't realy need any special tools becouse *.pk3 is a renamed *.zip ;)
    So any tool that can handle a zip file is capable to read and edit pk3 too.
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Thu May 10, 2007 12:07 pm

Thu May 10, 2007 8:30 pm

  • I know that I could already open pk3s, I do it with Stuffit (the mac version of winzip) but the program I found for opening pk3s was one that would allow me to edit the contents without unzipping it into a folder (which I can't re-zip)

    With modelling, my task isn't to make new models, but to improve on the current ones and experiment with animation (robot gibs anyone?)
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Fri May 11, 2007 6:12 am

  • DO WANT.

    Model-specific gibs and blood splat colours would be a great improvement IMO. It'd look somewhat more realistic if you saw shards of metal, sparks and hydraulic fluid when you rocket someone with a robot model.
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Sat May 12, 2007 2:58 am

  • That was exactly my thought. If I could edit/create gibs, I would be fully willing to help with the creation of that update. I don't understand programming at all, so I won't be able to make some kind of alteration for this myself. I was thinking that it may be easier to have the gibs as frames of the character model itself, like the last final frames are noted in the program to only run as particles in the instance "DEATH". Otherwise it skips those frames, just a thought (yes, I understand if-then, not how to code it.)

    Unreal does it, why not Nex.
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Sat May 12, 2007 3:33 am

  • iSuck wrote:Unreal does it, why not Nex.

    'cause from a programmers point of view it's really easy spawn some new models and toss them around. Any other approach would require much more work... ;)
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Sat May 12, 2007 2:43 pm

  • Ok, scracth that last thing. I'd still be willing to help model the gibs, and there's no problem with using the "spawn-gibs-at-death" method (what kadaverjack said).

    Here's some ideas for gibs:
    Robotic: hydraulic piston, metal shard, some kind of giant circuit board
    Mutant: Same gibs, but with splotches and growths on them
    Alien: An egg sack organ thing (lumpy green bag), a segmented eye, a squeedly spooch (someone decide what it looks like, it's from Invader Zim)
    Humans (add?): A ragdoll intestine that unrolls (very processor intensive, not exactly a great addon) an occasional leg-bone.

    Sound possible? It doesn't seem to hard even to make a ragdoll intestine (but only after the characters get ragdoll death when not gibbed)
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Sat May 12, 2007 5:37 pm

  • iSuck wrote:Here's some ideas for gibs:
    Robotic: hydraulic piston, metal shard, some kind of giant circuit board

    Perhaps some gears & wires, too...
    And every set needs an eye or something like that, because the gibbed player actually becomes the eye until he's respawned.

    Sound possible? It doesn't seem to hard even to make a ragdoll intestine (but only after the characters get ragdoll death when not gibbed)

    Well, the ragdoll is perhaps a bit over the top ;) Keep in mind, that gibs should be rather low poly. We had some high poly gibs in previous version and they really killed performance on older PCs...
    (moving parts, like the pumping heart however are possible...)
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Sun May 13, 2007 11:27 pm

  • I thought it was the skull that the player saw out of, I saw something about a 'severed head view' and figured this. Anyway, the robot's head could just fall of, since it really can't be stripped down to internal components like a human head can.

    Gears and springs would also be a good idea. the hydraulic piston thing was so it could be a pulsing thing like the stomach gib.

    I didn't think that the intestine thing would be a good idea, but I really think the players should have it. As well as a mid-body joint for looking up and down.

    I was thinking about that joint thing, another Quake-conversion mod pulled it off: http://tremulous.net/ The human team flexes at the waist to look up/down.
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Mon May 14, 2007 5:32 pm

  • iSuck wrote:I was thinking about that joint thing, another Quake-conversion mod pulled it off: http://tremulous.net/ The human team flexes at the waist to look up/down.

    tremulous is a former q3 mod and as such it uses segmented models. That's planned in future Nexuiz releases (see http://www.alientrap.org/forum/viewtopic.php?t=587), but it won't happen before 3.0, since that requires client side support and will break compability with previous versions... (and of course we need some cool new models to start with ;))
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Wed Jun 13, 2007 5:29 pm

  • You told in this thread the units of the height, can u tell me as well how much does the character jump, both laser jump (the maximum) and normal jump ?
    Thanks in advance
    infowars
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Wed Jun 13, 2007 9:49 pm

  • For modelling you only need to use sane amounts in your animations, it's the engine that moves the model up when you jump / laserjump. If you'd only like to know, a perfect laserjump (can't be done, but the most perfect) is around 500 qu, a single jump... sorry, I don't have info about that, maybe 35? Somewhere I think around half the model's own height.
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    C.Brutail
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Wed Jun 13, 2007 11:16 pm

  • Thank you very much, these were exactly the infos I was looking for, they are as precise as I needed to get an idea.
    I should have said that I needed them for level design, I'm trying to build my first map in the spare time, it will take a while tho but this was a vital information to begin in the right way.
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    infowars
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Thu Jun 14, 2007 6:28 am

  • Ok, so you're into mapping, good :)
    In that case, if you've experience from quake3 mapping, keep in mind, that the nexuiz models and maps are larger then quake3 models and maps were.
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Thu Jun 14, 2007 9:33 am

  • tZork wrote:Just for the record, divVerent calculated the maximum height of a perfect laserjump.. the result is a bit of an eyeopener..
    [00:11] <div0> maximum item height a PERFECT laser jumper could reach would be 825qu...

    This would be a totaly perfect laser jump tho, not really humanly possible. But it still gives you an idea of just how mutch movement space you need. and teh laser is not the strongest pusing gun there is eigther.
    ....


    Like CB said models are bigger (~70qu while q3 had... uum ~50ish?). They can also move up steeper slopes then in q3 and you can do non waponjump that makes you go higher then normal (mainly rampjumps)
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Thu Jun 14, 2007 12:31 pm

  • Thank for the addictional infos tZork.

    Ok, so you're into mapping, good Smile


    Ehrm not exactly! Actually this is the first model I do for videogames, I am a 3D Designer in another field (architecture and design.)
    This is the reason why this will take me a while: spare time is not much (and I "waste" too much of it lately playing the game lol) and tho I'm pretty experienced in general modeling and texturing. I will have to learn Radiant.
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